Temporamancy is the magic of the runic element, space. Therefore it has the following properties:

Effects on Magic Damage: Double magic power for magic attacks done against those of the life element.

Effects on Magic Defense: 20% chance for immunity to space and life magic attacks.

Affinities: Mind, Fear

Months: Flamerule, Tarsis

Space Magic is magic that involves the manipulation of the space element, and all of the aspects that come with or from space. Space Magic is categorized into the following: Psionics and Shadowmancy.

  • Psionics is the control and manipulation of mental space and illusion, the mind and emotions. It is magic dealing with illusions and control. It's affinity is mind.
  • Shadowmancy is the control of fear and darkness. It is about nightmares, dark thoughts, and the darkness of cold space. It's affinity is fear.

Minor elemental manipulation usually involves effecting the movement of space, such as minor hallucinations, empathy, shadow tricks, and the like.

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1) Space Affinities

Those born under the element of space will have a stronger affinity to one of two aspects of space. Those aspects are mind and fear.

Mind is the aspect of psionics favored by illusionists. It is creating illusions, dealing with thoughts, and controlling those thoughts. Those with the mind affinity are your silent leaders and your control freaks.

Fear is the aspect of darkness, the shadow, and the dark fears and nightmares. Those with the fear affinity are psychopaths, likely being detached to emotions themselves but seem to favor breaking down others emotional states.

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2) Minor Elemental Manipulations

Those who are strong in their elemental affinity can make small tugs on their element, causing minor affects.

Mind: to use minor mind manipulations you must have a Runic Soul greater than 10 and have mastered at least one psionics spell. Then you can cause small manipulations like influencing others, deflecting thrown objects more easily, slowing your fall, or protecting your mind. The degree of control needed will determine how much runic soul you need to have.

Fear: to use minor fear manipulations you must have a Runic Soul greater than 10 and have mastered at least one shadowmancy spell. Then you can cause small manipulations like extinguishing light, causing dread, and making others flee. The degree of control needed will determine how much runic soul you need to have.

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3) The Two Iconic Symbols of Space Magic

In the elemental magic of Space Magic, there are two iconic symbols. They are Dream and Nightmare. These symbols are said to be the very source of space magic, even though like all elemental magic in Nor'Ova, psionics is conducted not by incantations or potions, but by manipulating the element of space to produce magical effects.

These symbols are therefore nothing more than just symbols, representatives of the two opposing forces of magic, the positive force and the negative force. Magic as a whole is neither evil or good. It is simply a neutral force. Society doesn't judge based on what magic is used, only on how it is used and for what reason. Therefore, despite whether or not certain spells may be associated with what is considered the good or the dark side of magic, the use of spells has no effect on your alignment unless it is used for a wholly good purpose, or for a whole evil purpose.

In the elemental magic of Space Magic, Dream symbolizes the light aspect while Nightmare represents the dark aspect.

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4) Environmental Effects on Space Magic

Due to the fact that elemental magic is elemental, the environment can play an effect on the magic you are casting. If the environment has a larger amount of your element present, your magic will be stronger. If the environment has a lesser amount of the element you are casting, your element will be weaker. If the element present in your environment is about average, then there would be no change.

In the case of space magic:

  • In places where there is a lot of space element present - such as ancient ruins and asylums - space magic effects are increased by x 1.25
  • In ancient libraries or in places with a lot of time element present but not a lot of space, space magic effects are decreased by x 0.75.
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5) The Soul of Space

All who live upon Nor'Ova have within them what is known as their runic soul. It is the very part of their being that connects them to their runic element. By connecting and using your runic element more and more, your runic soul grows and strengthens.

The runic soul of space is that of the Black Hole. The various affinities have their own minor soul that they connect to.

  • Mind: The affinity soul of Mind is the Lingering Thought. They have a second chance to protect themselves from any mental status effect or control, or to influence others.
  • Fear: The affinity soul of Fear is the Terror. Any target with a will 20% or more less than theirs is afraid of them and won't come within 2 spaces of them.

The Space soul of the Black Hole can be reached when the one born under space has mastered 5 space spells. Once this happens, the person will have access to both the affinity soul and the runic soul. The runic soul awakens when its bearer is enraged or beserked. By rolling 10 or less, the Psionist might then awaken his or her runic soul, which will remove the rage status effect, drain 20% of everyone's HP, SA, and EP within 4 spaces and give to the mage, and impose fear on everyone in that area. Yes everyone does include allies.

This chance does increase as your connection to space increases. For every 10 spell levels that you have acquired, the chance increases by 5. The max increase is up to 60%.

The affinity souls do not increase.

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6) Space Magic Progression

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7) Psionics Magic Spells

Spell Effects Level 2 Effects Level 3 Effects Level 4 Effects Rune Stone Effect Stat Cost Casting Speed Range & Area Success Rate Cost to Acquire
Blotting This is part of the Blotting spell chain and rune stone. With this spell you cause shadows to appear in the eyes of the single target. This decreases the target's Hit Chance and Hit Targeting by half. Darkening: With this spell you cause blotting to all enemy targets. Dark Sight: With this spell you grant yourself or ally the ability of dark sight. With darksight, everything becomes pitch black for you. All obstacles get outlined in white, all living creatures appear as white blotches glowing in the color of their element. All spells, even invisible spells, can be seen as colored blots with the color being of that of their element, giving you a +10 to your magic evasion. Mass Dark Sight: This grants Dark Sight to all of your allies as well as yourself. Weapon Effect, Armor Effect - Helmet only 10 SA, +10 SA per additional level 1, +1 per additional level 1 target

Level 1:  60/90
Level 2:  50/80
Level 3:  40/70
Level 4:  30/60

This is a Tier 1 spell

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Dark Fire This is part of the Blotting spell chain and rune stone. With this spell you create a thick shadow that seems to flicker and behave as if it is fire. Any target in its area of effect will receive 10d20 magic damage per round that they are in the spell's area. Any target that is at the center of the spell will receive an additional 2d20 magic damage. This spell affects allies, enemies, and yourself. Dark Explosion: This spell creates a point in the battlefield that instantly explodes, except shadow explodes outward instead of fire. Any target, ally or enemy, within the spell's area of effect take an additional 4d20 magic damage. Any target at the center of the spell take an additional 2d20 magic damage. Dark Storm: This spell creates a deadly looking black cloud above the battlefield. From that cloud shoot what could only be described as shadows of lightening, if lightening could have shadows. Every target must make a luck check. If they fail, they take 8d20 magic damage and 4d20 SA & EP damage. If they succeed, they are left unharmed. This also effects yourself and your allies, but you and your allies get a +15 bonus to your luck check. You can spend SA to increase your and your allies evasion bonus with 2 SA spent increasing the bonus by 1.

N/A: Only 3 levels with this spell.

Weapon Effect 30 SA, +10 SA per additional level 3, +1 per additional level a 3x3 space area around a spot of your choosing to battlefield

Level 1:  50/80
Level 2:  40/70
Level 3:  30/60

This is a Tier 3 spell

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250

Darkness Calling This is a part of the Blotting spell chain and rune stone. This spell calls from the shadows to every enemy target during the spell's duration. Each enemy target must then make a Will check with your Runic Soul as a penalty. If they fail, they are yours to command for the rest of the spell's duration and cannot resist any command during that time. The Finality of Darkness: This spell does two things. One, it creates a death countdown. For three rounds, the target's own shadow begins to swallow the target. The first round it swallows the target's legs which only cut its movement in half. The second round it swallows the target's torso which cuts the target's armor protection by 50%. The third round swallows the target whole which kills the target. Two, each round the target receives 20d20 magic damage. The target can only be saved by a spell that dispels magic or by killing the caster.

N/A: Only 2 levels with this spell.

N/A: Only 2 levels with this spell.

N/A

60 SA, +10 SA per additional level 6, +1 per additional level all enemy targets

Level 1:  45/75
Level 2:  35/65

This is a Tier 4 spell

Level 1: 100/200
Level 2: 125/250

Defy Gravity This is a part of the Transference spell chain and rune stone. This unique spell uses air to seemingly disable the effect of gravity on an area, causing everything to be weightless and begin to float. Combat can continue. You can cast spells and projectile weapons still work like normal. All melee actions must be done in movement. If a person moves into the field of anti-gravity, they begin to float. If someone leaves the field, they fall in whatever state they were floating in. Teleportation: With the creation of this spell you find yourself in a different spot on the battlefield. The spell uses space magic to transport you from one point on the battlefield to another chosen by you. You cannot use this spell on any other target and it cannot be used outside of the battlefield. This level of spell can be used independently, or can be used to teleport you into or out of the Defy Gravity area of effect. Transportation: This spell creates a globe of see through energy. With this spell you can transport yourself and the rest of the party as far as your magic can carry you. To cast the spell everyone that is riding most hold hands, with you as part of the circle. You cast the spell and the globe surrounds you and your party, carrying you off high into the sky. If a person lets go with both hands, that person immediately drops to their doom. The spell goes at 50 miles an hour. If you run out of SA before landing, the whole party including yourself fall and die. Physical Transference: With this spell you are using your memory of places that you have once visited and sending yourself through space energy to return to that place. You can only teleport to places that you have visited before in the past during game-play. The magic teleports you and anything that is connected to you, so anyone that is holding on to you will also be teleported with you.

N/A

15 SA, +5 SA per additional level 2, +0.5 per additional level depends on level

Level 1:  55/85
Level 2:  45/75
Level 3:  35/65
Level 4:  25/55

This is a Tier 2 spell

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Dream's Message This is a part of the Influence spell chain and rune stone. This spell calls upon the good aspect of space magic, the Dream. The Dream whispers into the ear of the chosen target a message of positivity and success. The Dream awakens within the target a skill chain of the target's choice, up to its highest level for each skill in that skill chain. The target can use this skill chain and gain character points doing so, during the duration of the spell. Once the spell's duration ends, the target falls fast asleep, dreaming of his or her victory until awakened, having lost that skill chain. The target cannot count that skill chain as theirs for the purpose of learning other skills from it. Dream's Protection: This spell grants protection to the target that received Dream's Message. During the duration of the spell the target's magic immunity is increased by 10, Spirit is increased by 1d20 + 5, and Defense is increased by 2d20 + 5. Dream's Pleasure: When you cast this spell an explosion comes from the target of Dream's Message, creating a pressurized force to come over the battlefield pushing away from the target. Everyone in the area is pushed back 5 spaces from you. Any target that cannot move the four hexes because of a wall or other obstacle is crushed from the magic, receiving 3d% damage. Other targets in the affected area receive 2d% damage. Allies and self are protected.

N/A: Only 3 levels with this spell.

N/A

40 SA, +10 SA per additional level 4, +1 per additional level 1 target

Level 1:  45/75
Level 2:  35/65
Level 3:  25/55

This is a Tier 4 spell

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300

Dream's Purpose This is a part of the Psy Dagger spell chain and rune stone. With this spell you select a target and the target drops it weapon, falls to its knees, bringing its hands up to hold its pounding head. Psionic energy begins to seep from the target's ears and nose like magical blood. Then suddenly the psionic energy explodes, dealing 2d% + 2d20 magic damage to any target, friend or foe, in the surrounding area. No damage is done to the target of the spell, however, the target is stunned for 1 round and must spend a move action to get up and a support action to pick up its weapon. Dream's Force: Casting this spell places a beneficial boon on the target of your choice. The target receives a boost in their melee, throw, and bow power of x 1.75 as well as the ability to knock down whomever the target attacks. The spell appears to be a white glow over the body of the target. Dream's Assault: This spell combines with both Dream's Force and Dream's Purpose. When the target of Dream's Force attacks the target of Dream's Purpose, another explosion happens. This explosion does affect the target of Dream's Purpose, but not the target of Dream's Force. It deals 2d% to the hit target as well as any target, friend or foe, in the affected area except the target of Dream's Force.

N/A: Only 3 levels with this spell.

N/A

25 SA, +10 SA per additional level 3, +1 per additional level 1 target

Level 1:  50/80
Level 2:  40/70
Level 3:  30/60

This is a Tier 3 spell

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250

Enchantment of Darkness This is a part of the Shadow Bracing spell chain and rune stone. With this spell you enchant any weapon of your choosing, including those of your allies. This spell grants the weapon three attributes. The first attribute is to cause the struck target visual instability for 1 round. The second attribute is to add the wielder's runic energy to the weapon's attack value. The third attribute is to have each attack with the weapon drain 1d20 SA from the target to give to the wielder. Blade of Shadow: With this spell you are given a half-moon shaped blade made of pure shadow to fling a at an enemy target. The blade of shadow will pass through any objects and targets in its way, but will only cut into the intended target. The target will receive 1d% + 1d20 magic damage. You will also roll a 1d6, if 6 is rolled, the target will be instantly killed. The blade has Enchantment of Darkness.

N/A: Only 2 levels with this spell.

N/A: Only 2 levels with this spell.

N/A

20 SA, +10 SA per additional level 2, +1 per additional level 1 target or self

Level 1:  55/85
Level 2:  45/75

This is a Tier 2 spell

Level 1: 50/100
Level 2: 75/150

Influence This is part of the Influence spell chain and rune stone. This mind spell sends a discreet message to the mind of the target that gives it the urge to agree with something or to do something. It decreases the target's Will Power by 20% and gives the user a 10 point bonus to Influence % when attempting to influence the target. Mind Spike: Mind Spike creates a sudden increase in the target’s brain activity, slowing the target down by half it's movement rate and having a 25% chance to stun the target for one round. When the spell is cast, a pulse of energy is shot into the head of the target. Emotional Tearing: By creating this spell you recreate emotions and send them to the target. These emotions go against what the target originally feels and the target starts to lose conviction and passion for combat. The target will still fight, but the target’s damage power will be decreased by 30% during the duration of the spell and cannot apply melee, throw, or bow power or use critical hits.

N/A: Only 3 levels with this spell.

Weapon Effect, Weapon Effect 10 SA, +10 SA per additional level 1, +1 per additional level 1 target

Level 1:  60/90
Level 2:  50/80
Level 3:  40/70

This is a Tier 1 spell

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150

Mental Encumbrance This is a part of the Influence spell chain and rune stone. This spell places a lot of strain on the target’s mind. This strain makes it difficult for the target to think, concentrate, and use spells. The target’s SA is cut in half and the target’s spell and skill costs are doubled. Mind Trap: This spell causes Mental Encumbrance to also trap the target's mind. The target is unable to do anything but repeat its last actions that it did before being hit with this spell. Nightmare's Pull: With this spell, gravity is increased dramatically, slowing every enemy in the radius of the spell around the target of Mental Encumbrance, including the target, by halving all of their battle movement rate while in the radius of the spell. The magic also weakens their melee, bow, and throw power by 30% and shortens projectile weapon ranges of enemy targets by half. If a projectile is shot from outside the radius that enters the radius of the spell, the rest of its range is shortened by half. This does not affect yourself or your allies. Mindlessness: When Mindlessness is used on a target, it does two things. First it completely submits the mind of the target to your will. Secondly it creates a connection between your mind and the target’s mind. Each round you will control the target, choosing all of the target’s actions while the spell lasts. The original player will have no control over the target during the duration of the spell, though can attempt to make a Will Power check with your Runic Soul as penalty to prevent from being attacked by this spell. Remember, the target is blind and unable to use magic at this point.

N/A

30 SA, +10 SA per additional level 2, +2 per additional level 1 target

Level 1:  55/85
Level 2:  45/75
Level 3:  35/65
Level 4:  25/55

This is a Tier 2 spell

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Mind Comprehension This is part of the Transference spell chain and rune stone. This spell alters your brain into being able to translate the words of other languages without actually learning the language. While you cannot speak the language you can understand other languages as if they were spoken in your language. Celestial Strength: With this spell you grant the target the illusion of god-like strength. While this is merely an illusion it works because the target believes it works. Therefore the target’s strength is increased by the target's Runic Soul plus the caster's Runic Energy, which also increases strength based stats. Once the spell is over the target returns to normal strength. Barrier: This spell creates an invisible wall that, if touched, pushes back with the same amount of force as whatever comes into contact with it. This makes it feel exactly like a wall in all senses. The barrier is smooth and cannot be climbed over and reaches a height of 10 feet. The barrier can be as small as 1 space in length to as large as the spell’s max area.

N/A: Only 3 levels with this spell.

Armor Effect - Helmet only 15 SA, +10 SA per additional level 1.5, +1 per additional level self

Level 1:  55/85
Level 2:  45/75
Level 3:  35/65

This is a Tier 2 spell

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200

Mind's Eye This is part of the Psy Dagger spell chain and rune stone. This spell opens your connection to the real of the unseen. While this spell is in effect you are able to attack through the realm of the unseen. This makes all of your attacks, magical and physical, invisible, applying the evade penalty. Mental Muscle: This spell enhances the recipient of Mind's Eye mental stat. It does so by increasing it by the caster's Runic Soul. Awakened Mind: This spell allows you to treat every target as if they are weak to your element. Furthermore it adds elemental properties to your physical attacks and adds Runic Soul to all of your attacks, physical and magical.

N/A: Only 3 levels with this spell.

N/A

20 SA, +20 SA per additional level 2, +2 per additional level 1 target or self

Level 1:  55/85
Level 2:  45/75
Level 3:  35/65

This is a Tier 2 spell

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200

Nightmare's Thirst This is part of the Influence spell chain and rune stone. When this spell is cast the mind of the target chosen has a sudden urge to destroy. The target just has to kill. The target receives the berserk affect which increases the target’s melee power by x 3 but makes the target only able to melee attack and move, nothing else. At the end of the spell the target returns to normal. This cannot be used on self. Nightmare's Power: This spell removes the negative effects of Blackhole's Thirst and doubles the target's Runic Energy. Nightmare's Grip: This spell causes the person bearing Nightmare's Thirst and Power to have a terrifying new effect on his or her melee attacks. Now every attack has a 50% chance of grabbing hold of the target in an invisible grip that the target cannot resist or evade. Should this happen, when the enhanced moves his or her arm after the attack, the direction of the movement is the direction that the hit target will be thrown. The target will be thrown 1d8 spaces and knocked out for 1 round. Furthermore there is a 10% chance that the grip will grab a hold of the target's soul, ripping it out of the target and thusly killing the target.

N/A: Only 3 levels with this spell.

N/A

15 SA, +10 SA per additional level 1, +2 per additional level 1 target

Level 1:  50/80
Level 2:  40/70
Level 3:  30/60

This is a Tier 3 spell

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250

Nyctophobia This is part of the Blotting spell chain and rune stone. With this spell you create within a target an unnatural fear of darkness. You then make the target believe that he or she is surrounded by darkness. The target will make a will check with your Runic Soul as a penalty each round during the spell's duration. If the target fails, the target will scream in terror, be unable to attack anyone else or move, and will attack him or herself, doing double damage. Eclipse: With this spell you create an eclipse which darkens the battlefield. All enemy targets must make perception checks to move, attack, or act in anyway. Also all enemy targets must make a will check when the spell is cast or they will be filled with fear and unable to act for 1d3 rounds. If the target is inflicted with Nyctophobia the effects of both spells are doubled. Cover of Blackness: Following the use of Eclipse, this spell envelops the entire battlefield in pure blackness. The blackness extinguishes any light source and is thick like soup. During the duration of the spell, enemies find their movements cut in half and their melee attacks reduced by 25%. Projectile attacks fail to work for enemies. Enemies also must make Luck checks to find and attack you and your allies as they can perceive nothing. Allies and yourself can see just fine as you are all granted Dark Vision. Your projectiles won't work, but your melee attacks aren't reduced, nor are your movement speeds. Everyone can either walk or swim within the blackness, including upwards.

N/A: Only 3 levels with this spell.

Weapon Effect 20 SA, +10 SA per additional level 2, +1 per additional level 1 target to battlefield

Level 1:  55/85
Level 2:  45/75
Level 3:  35/65

This is a Tier 2 spell

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200

Psy Dagger This is a part of the Psy Dagger spell chain and rune stone. This spell creates a small projectile of space energy that flies to its target. The magic embeds itself in the target before fading away, doing 9d10 piercing magic damage. Psy Swipe: With this spell when you hit a target with Psy Dagger, a ring of space distortion energy expands outwards from the target's feet. The ring then grows and spreads. Any target in the range of the spell must make an agility check to see if they are knocked down, which causes the target to receive additional 2d20 damage. Angry Lashings: This spell causes the Psy Dagger spell to lash out with flicks of shadow fire as it hits the target. This causes the target an additional 2d20 magic damage. Also any target that is in any space next to the target that is hit is hit by the shadow fire tendrils, receiving 1/2 of the spells total damage.

N/A: Only 3 levels with this spell.

Weapon Effect 10 SA, +10 SA per additional level 1, +1 per additional level 1 target

Level 1:  60/90
Level 2:  50/80
Level 3:  40/70

This is a Tier 1 spell

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150

Shade's Concealment This is part of the Shadow Bracing spell chain and rune stone. With this spell you call upon the negative form of shadow, the dreaded shade. The shade wraps around you, concealing you from the rest of the world, with only your shadow to show that you are even there. While wrapped in the shade you can still move and attack as normal as you are actually there. Those that notice your shadow can attack you, but they must make a Perception Check with your Runic Soul as a penalty in a well lit environment to notice your shadow. The penalty doubles as the light decreases. In dark environments your shadow cannot be seen. Shadow Melding: With this spell the concealed target becomes one with the shadow. You no longer need to move on the battlefield to attack. You simply attack through the shadow and the attack will affect whichever target you desire, no matter the distance.

N/A: Only 2 levels with this spell.

N/A: Only 2 levels with this spell.

Armor Effect, Weapon Effect 20 SA, +10 SA per additional level 2, +1 per additional level self

Level 1:  50/80
Level 2:  40/70

This is a Tier 3 spell

Level 1: 75/150
Level 2: 100/200

Shade's Trap This is a part of the Shadow Bracing spell chain and rune stone. This spell calls upon the negative form of shadow, the tricky shade. The shade makes every shadow on the battlefield a trap. Any target, friend or foe, that ends up on a shadow when their movement is done is instantly expelled from the battlefield. Enemies will find themselves somewhere else in the area while allies will simply find themselves outside of the battlefield and unable to re-enter or affect the battlefield. The spellcaster is immune to the trap. The Firmament's Pull: This spell takes two rounds to pull the target into the Shadow Realm. During those two rounds, the target can do anything it wants but it will receive 20d20 magic damage each round. On the third round the target finds itself in the shadow realm where spectral beasts ravage the target doing 25d20 magic damage. At the end of the third round the target is returned in whatever shape it remains in.

N/A: Only 2 levels with this spell.

N/A: Only 2 levels with this spell.

N/A

50 SA, +10 SA per additional level 5, +1 per additional level battlefield

Level 1:  45/75
Level 2:  35/65

This is a Tier 4 spell

Level 1: 100/200
Level 2: 125/250

Shadow Bracing This is part of the Shadow Bracing spell chain and rune stone. With this spell you use the shadow that all physical creatures have to brace them in place. You can choose either yourself or any 1 target. The shadow of the target grabs the target and holds the target in place. The target will be immune to knock down and knock back effects, cannot be tripped, picked up, moved, teleported, or have anything done to the target that changes the target's place. However the target also cannot move from that spot. Shadow's Grip: With this spell you call upon the positive form of shadows, the shadow itself. The shadow affects every enemy target by causing their shadows if they have any to reach up and grab their hands. The targets must make a Strength Check. If the target fails, the target will be unable to attack for that round but can still use spells. The target can make a strength check each round during the duration of the spell. Shade's Armor: During the duration of the spell, all enemy targets must make a Perception Check to see the protected target. If the protected target gets attacked, 20% of that damage is changed to SA which is given to the protected target. The protected target also has all magic damages done against it decreased by 25%. However the protected target looses 2d20 EP per round.

N/A: Only 3 levels with this spell.

Weapon Effect 10 SA, +10 SA per additional level 1, +1 per additional level 1 target or self

Level 1:  60/90
Level 2:  50/80
Level 3:  40/70

This is a Tier 1 spell

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150

Shadow Searching This is in the Shadow Bracing spell chain and rune stone. With this spell you feel with the shadows to search for something that you know about. The shadows can search an area of 1200 x 1200 square feet, including above and below you. Once the object is found, you will know where it is at and the most direct path to get to it, but nothing more. Shadow Thief: This spell can be used in one of two ways. While adventuring, you can use this spell to grab through the shadows anything that you can see and lift and bring it to you without you physically going to get it. In battle you can use this spell to grab a target's weapon or shield in the same way, but the target can make a Strength Check to try and keep the weapon or shield. Agent of the Shade: With this spell you call upon the negative form of the shadow, the evil shade. The shade asks you to choose an ally other than yourself. Once you choose an ally, the shade possesses the ally but does not take control of the ally. Instead, the ally gains the attributes of the shade. The ally can shadow walk, enemies must make perception checks to spot the ally and the ally is invisible in the dark, the ally gains +1d% to HP, SA, and EP, and the ally's physical attacks have runic energy added to it while the ally's magic attacks have melee power added to it (as well as the appropriate stat). However the empowered ally's skills and spells cost 25% more to use and the ally takes 20% more damage from magic spells. Shade's Assassin: With this spell you call upon the power of the negative form of shadow, the deadly shade. The shade asks you to choose an ally. Once you choose that ally, that ally gains all of the benefits of the Agent of Shade spell, plus all of that ally's attacks have a 1d6 dice roll added, with 6 meaning their target instantly dies.

N/A

10 SA, +10 SA per additional level 1, +1 per additional level depends on level

Level 1:  55/85
Level 2:  45/75
Level 3:  35/65
Level 4:  25/55

This is a Tier 2 spell

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Shadow's Companion This is part of the Shadow Bracing spell chain and rune stone. With this spell you call upon the positive form of shadow, the shadow itself. The shadow responds by transforming your shadow into a shadow hound. The shadow hound stands on all four and is the size of a dire wolf. The shadow hound will be yours to command during the spell's duration. It can move 8 spaces, can attack for 4d20+ 25 increased by the target's runic energy worth of damage, and is invincible. Your hound cannot defend you though as all attacks go through it since it is nothing more than a shadow. Your hound can only attack once and move once. Spectre of Shadow: This spell causes all of the enemy targets shadows to turn against them. The shadows rise up and attack their owners, dealing 20d12 magic damage.

N/A: Only 2 levels with this spell.

N/A: Only 2 levels with this spell.

N/A

25 SA, +20 SA per additional level 3, +2 per additional level next to caster to all enemies

Level 1:  50/80
Level 2:  40/70

This is a Tier 3 spell

Level 1: 75/150
Level 2: 100/200

Silence of Space This is a part of Influence spell chain and rune stone. The magic makes every target unable to speak. The spell also creates an area wide effect of silence, meaning that no movement will create sound. No sound will be made in the area of the spell, allowing everyone in the radius to move and attack unnoticed by sound, though still able to be seen if looked at. On the negative side any sound from outside the area of effect cannot be heard inside. Spells can still be used. Torrent of Thought: This spell summons a massive amount of thoughts and images that are inserted into the mind of a single target. The target is swarmed with thoughts and images to the point where they cannot even see. The vision of the target is swarming with hallucinations sourced from thoughts and finally the sight of the target shuts down, causing blindness. Combined with Silence of Space, the target will also not be able to communicate or hear.

N/A: Only 2 levels with this spell.

N/A: Only 2 levels with this spell.

N/A

20 SA, +20 SA per additional level 2, +1 per additional level depends on level

Level 1:  55/85
Level 2:  45/75

This is a Tier 2 spell

Level 1: 50/100
Level 2: 75/150

Telekinesis This is a part of the Transference spell chain and rune stone. his spell allows you to move things with your mind. Instead of using strength, you will use mental, and base a weight limit as Mental x 2. You must be able to see the thing to move it, but you do not have to touch it. You can also move living targets this way, as long as you can lift the target.

N/A: Only 1 levels with this spell.

N/A: Only 1 levels with this spell.

N/A: Only 1 levels with this spell.

N/A

20 SA 2 1 target you can see

Level 1:  50/80

This is a Tier 3 spell

Level 1: 75/150

Transcending Space This is a part of the Transference spell chain and rune stone. This spell forces you to use your magic to extend beyond your dimension. With the creation of this spell the target is sent beyond the very fabric of space. The experience for the target is indescribable. The target is left in whatever shape they were in. If you cast the spell at another target while a target is still trapped, the original target is released. The target is released back where it was originally at once the spell's duration is over. This spell stuns the target for 1d4 rounds and makes the target unable to use skills and spells for the following round.

N/A: Only 1 levels with this spell.

N/A: Only 1 levels with this spell.

N/A: Only 1 levels with this spell.

N/A

30 SA 4 1 target

Level 1:  45/75

This is a Tier 4 spell

Level 1: 100/200

Transference This is a part of the Transference spell chain and rune stone. This spell is made to send long distance messages through the mind. You cast the spell, and think the message you want to send and let the magic go. The magic sends the words and puts them into the mind of the target in a matter of seconds, no matter how far away the target is. Telepathy: With this spell you are able to send out thoughts through the very water that is always present in the air to any target in sight, and can read their minds as well. Therefore with this spell you could effectively communicate telepathically, by sending that target your thoughts and reading their mental response. Scry: If you have knowledge of the appearance of what you seek or some unique property of the target, this spell can show the location of that target to you. You can cast it over a map and a small glowing circle will appear on the location on the map. Psy Boost: This magic excites the brain of the target so it can combat better. It increases the target’s Melee, Throw, and Bow Power by 3d20. Armor Effect - Headwear Only, Armor Effect - Headwear Only, Armor Effect 10 SA, +5 SA per additional level 1, +0.5 per additional level 1 target

Level 1:  60/90
Level 2:  50/80
Level 3:  40/70
Level 4:  30/60

This is a Tier 1 spell

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Twilight Workings This is a part of the Psy Dagger spell chain and rune stone. This spell creates tiny points of light all around you. When the spell is completed, the points streak off towards the enemies. The magic crashes into each one and explodes, doing 3d% damage. Terenatus: This powerful spell seems to rip apart the very fabric of space. The world seems to bend and the very fabric of the combatants feels to be stretching and twisting. The pain and destruction that this causes to the target is evident as the spell continues. Each round the targets receive an additional 3d% damage. You and your allies are immune.

N/A: Only 2 levels with this spell.

N/A: Only 2 levels with this spell.

N/A

50 SA, +10 SA per additional level 6, +1 per additional level all enemy targets

Level 1:  45/75
Level 2:  35/65

This is a Tier 4 spell

Level 1: 100/200
Level 2: 125/250

Weak Illusion This is part of the Influence spell chain and rune stone. This spell creates an illusion based on a picture from your mind. The illusion cannot move. Also if anyone walks up close (6 feet / 2 spaces or closer) the illusion starts to waver and can be seen through. This effectively makes it identifies as an illusion. The illusion has no physical form. When the time on the spell runs out the illusion will waver and fade away. You can create any image as long as it is no bigger than 6 feet in any direction. You can also cast spells, attack, move, and do other things while the illusion is up. Strong Illusion: This spell creates a fine tuned illusion of your choosing that cannot move. The illusion appears quite real even to those up close. The magic is identifiable by the lack of physicality. The image can be whatever you wish as long as it is no larger than 6 feet in any direction. You can still act, cast spells and move while the illusion is up. Controlled Illusion: This spell creates an illusion that you can control for as long as you wish. The illusion itself can be detected if someone studies it for a round or so. The illusion will move and act exactly how you explain it will. Meanwhile you can be some distance away and transfer your thoughts to the illusion as orders. You cannot move or do anything else besides control the illusion and speak with those around you. The illusion is not physical and cannot complete actions such as moving other things. Physical Illusion: This spell is a combination of all other illusions. With this spell, the illusion is physical, unidentifiable by the conventional eye, and controllable. You can create any illusion you want as long as it is not larger than 7 feet in any direction. The illusion can do anything you want and has a copy of your stats and spells. Meanwhile, you are sitting in a circle of magic that sends your signals to the illusion. The illusion cannot fight, but can do most physical actions and spells can be cast from it without it appearing strange. You cannot act while you have the illusion up.

N/A

20 SA, +20 SA per additional level 2, +2 per additional level next to caster

Level 1:  50/80
Level 2:  40/70
Level 3:  30/60
Level 4:  20/50

This is a Tier 3 spell

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

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Submitted by mythus on Sat, 11/05/2022 - 02:14